Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Nighteyes on December 05, 2011, 04:32:24 pm
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title says it, I think this would benefit mostly the cockpit glass, as right now the strong sharp reflections really look bad... as we can't currently have any type of "real" reflections also reflecting the inside of the ship, IMO if we could REALLY blur the reflections on the glass it can actually look nice inside the cockpit
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Didn't I hear on IRC or somewhere that you could do that with a purposely altered environment map ?
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render an env map of the cockpit interior (from the eyepoint) to texture (once at the start of a mission) and use that as your env map (possibly blended with the normal cube map to render glare and such) for the cockpit model.
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render an env map of the cockpit interior (from the eyepoint) to texture (once at the start of a mission) and use that as your env map (possibly blended with the normal cube map to render glare and such) for the cockpit model.
thats a workaround... but anyway how do I use env maps? how do I name the files? how is the texture should be set up?
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render an env map of the cockpit interior (from the eyepoint) to texture (once at the start of a mission) and use that as your env map (possibly blended with the normal cube map to render glare and such) for the cockpit model.
thats a workaround... but anyway how do I use env maps? how do I name the files? how is the texture should be set up?
not really, it env mapping, just using a different cube map from everything else uses.
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One idea: put the cockpit you want inside a skybox model to make a new POF, and set that as the skybox. Make sure to position the cockpit so the desired eye point is at 0,0,0 on the model. Check the save render targets to file box on the launcher, load a mission with this hacked skybox, and find a .dds file in the cache.
If this sounds like a nasty kludge, it is, and cubemaps eat a ton of HDD space.
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what I'm more looking for is a shader thing, as these hack solutions would affect all reflections, while I would like to have the blurred reflection only on the inside cockpit glass, while the outside one remains as it is...
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you still need a cubemap. the good news is that its not hard for the game to create one. a cubemap is already created for env map. the code just needs to generate one for the cockpit model. the shader can blur it and blend in glare. its something you cant really hack in right now, not even with scripting. this is yet another reason we need a materials system.
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What you want is basically a diffusely convolved cube map.
http://wiki.polycount.com/DiffuselyConvolvedCubeMap?action=show&redirect=Diffusely+Convolved+Cube+Map
http://developer.amd.com/archive/gpu/cubemapgen/pages/default.aspx
http://www.hard-light.net/forums/index.php?topic=77222.80